EDBT 2026 Demo / reviewers in the wild / expert
Ioannis Karamouzas
dblp:99/7002
· DBLP profile ↗
28ranked-venue papers
9as first author
10since 2021 · last 2026
0009-0000-4315-6556ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 19 · 6 first-author · 8 since 2021Artificial intelligence and machine learning · 14 · 3 first-author · 4 since 2021Systems, architecture and hardware · 5 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-authorTheory of computation · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | TERRAN: A Transformer-Based Electric Vehicle Routing Agent for Real-Time Adaptive NavigationabstractThe Electric Vehicle Routing Problem with Time Windows (EVRP-TW) poses significant challenges for sustainable logistics due to its tight coupling of spatial, temporal, and energy constraints. Classical optimization methods face trade-offs: exact solvers like CPLEX ensure optimality but require prohibitive runtimes, while metaheuristics like Variable Neighborhood Search struggle with feasibility under complex constraints. We propose TERRAN, a transformer-based reinforcement learning framework for real-time and scalable EVRP-TW optimization. TERRAN integrates three key components: (1)Future-Feasibility Pruning (FFP), which proactively eliminates energy-infeasible actions by verifying reachability to charging stations or depots before each move; (2)Staged Reward Scheduling, which progressively transitions from dense auxiliary signals to task-aligned rewards to guide the agent from achieving feasibility to minimizing cost; and (3)An End-to-End Transformer-Based RL Agent Tailored for EVRP-TW, which directly integrates EV-specific constraints—including battery consumption, charging decisions, and delivery time windows—into the policy network and decoding process, enabling unified, post-processing-free optimization across varying instance scales. Experiments on Solomon benchmark instances with 5–100 customers demonstrate that TERRAN achieves 100% feasibility across all problem scales. It matches CPLEX’s optimality on 5–customer instances, achieves up to 170,000× speedups with solutions within 1.5% of optimal on 15–customer instances (0.02 s vs. 3,500 s), and delivers feasible solutions for 100–customer instances in 0.47 s, where CPLEX fails on over 80% of cases within 1 hour. These results establish TERRAN as a practical and scalable solution for real-time electric vehicle routing in complex and constraint-rich environments. Maojie Tang, Nanpeng Yu, Ioannis Karamouzas, Zuzhao Ye |
IEEE Trans Autom. Sci. Eng. | 3 |
| 2025 | Learning to Ball: Composing Policies for Long-Horizon Basketball MovesabstractLearning a control policy for a multi-phase, long-horizon task, such as basketball maneuvers, remains challenging for reinforcement learning approaches due to the need for seamless policy composition and transitions between skills. A long-horizon task typically consists of distinct subtasks with well-defined goals, separated by transitional subtasks with unclear goals but critical to the success of the entire task. Existing methods like the mixture of experts and skill chaining struggle with tasks where individual policies do not share significant commonly explored states or lack well-defined initial and terminal states between different phases. In this paper, we introduce a novel policy integration framework to enable the composition of drastically different motor skills in multi-phase long-horizon tasks with ill-defined intermediate states. Based on that, we further introduce a high-level soft router to enable seamless and robust transitions between the subtasks. We evaluate our framework on a set of fundamental basketball skills and challenging transitions. Policies trained by our approach can effectively control the simulated character to interact with the ball and accomplish the long-horizon task specified by real-time user commands, without relying on ball trajectory references. Pei Xu 0005, Ruocheng Wang, Vishnu Sarukkai, Kayvon Fatahalian, Ioannis Karamouzas, Victor B. Zordan, C. Karen Liu |
ACM Trans. Graph. | 6 |
| 2023 | Constraint-based multi-agent reinforcement learning for collaborative tasksabstractAbstract In order to be successfully executed, collaborative tasks performed by two agents often require a cooperative strategy to be learned. In this work, we propose a constraint‐based multi‐agent reinforcement learning approach called constrained multi‐agent soft actor critic (C‐MSAC) to train control policies for simulated agents performing collaborative multi‐phase tasks. Given a task with phases, the first phases are treated as constraints for the final task phase objective, which is addressed with a centralized training and decentralized execution approach. We highlight our framework on a tray balancing task including two phases: tray lifting and cooperative tray control for target following. We evaluate our proposed approach and compare it against its unconstrained variant (MSAC). The performed comparisons show that C‐MSAC leads to higher success rates, more robust control policies, and better generalization performance. Xiumin Shang, Tengyu Xu, Ioannis Karamouzas, Marcelo Kallmann |
Comput. Animat. Virtual Worlds | 3 |
| 2023 | Composite Motion Learning with Task ControlabstractWe present a deep learning method for composite and task-driven motion control for physically simulated characters. In contrast to existing data-driven approaches using reinforcement learning that imitate full-body motions, we learn decoupled motions for specific body parts from multiple reference motions simultaneously and directly by leveraging the use of multiple discriminators in a GAN-like setup. In this process, there is no need of any manual work to produce composite reference motions for learning. Instead, the control policy explores by itself how the composite motions can be combined automatically. We further account for multiple task-specific rewards and train a single, multi-objective control policy. To this end, we propose a novel framework for multi-objective learning that adaptively balances the learning of disparate motions from multiple sources and multiple goal-directed control objectives. In addition, as composite motions are typically augmentations of simpler behaviors, we introduce a sample-efficient method for training composite control policies in an incremental manner, where we reuse a pre-trained policy as the meta policy and train a cooperative policy that adapts the meta one for new composite tasks. We show the applicability of our approach on a variety of challenging multi-objective tasks involving both composite motion imitation and multiple goal-directed control. Code is available at https://motion-lab.github.io/CompositeMotion . Pei Xu 0005, Xiumin Shang, Victor B. Zordan, Ioannis Karamouzas |
ACM Trans. Graph. | 4 |
| 2023 | AdaptNet: Policy Adaptation for Physics-Based Character ControlabstractMotivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet . Pei Xu 0005, Kaixiang Xie, Sheldon Andrews, Paul G. Kry, Michael Neff, Morgan McGuire, Ioannis Karamouzas, Victor B. Zordan |
ACM Trans. Graph. | 7 |
| 2022 | SocialVAE: Human Trajectory Prediction Using Timewise Latents
Pei Xu 0005, Jean-Bernard Hayet, Ioannis Karamouzas |
ECCV (4) | 3 |
| 2022 | Foreword to the special section on motion, interaction, and games 2020
Stephen J. Guy, Shinjiro Sueda, Ioannis Karamouzas, Victor B. Zordan |
Comput. Graph. | 3 |
| 2021 | Human-Inspired Multi-Agent Navigation using Knowledge DistillationabstractDespite significant advancements in the field of multi-agent navigation, agents still lack the sophistication and intelligence that humans exhibit in multi-agent settings. In this paper, we propose a framework for learning a human-like general collision avoidance policy for agent-agent interactions in fully decentralized, multi-agent environments. Our approach uses knowledge distillation with reinforcement learning to shape the reward function based on expert policies extracted from human trajectory demonstrations through behavior cloning. We show that agents trained with our approach can take human-like trajectories in collision avoidance and goal-directed steering tasks not provided by the demonstrations, outperforming the experts as well as learning-based agents trained without knowledge distillation. Pei Xu 0005, Ioannis Karamouzas |
IROS | 2 |
| 2021 | Motor Babble: Morphology-Driven Coordinated Control of Articulated CharactersabstractLocomotion in humans and animals is highly coordinated, with many joints moving together. Learning similar coordinated locomotion in articulated virtual characters, in the absence of reference motion data, is a challenging task due to the high number of degrees of freedom and the redundancy that comes with it. In this paper, we present a method for learning locomotion for virtual characters in a low dimensional latent space which defines how different joints move together. We introduce a technique called motor babble, wherein a character interacts with its environment by actuating its joints through uncoordinated, low-level (motor) excitations, resulting in a corpus of motion data from which a manifold latent space is extracted. Dimensions of the extracted manifold define a wide variety of synergies pertaining to the character and, through reinforcement learning, we train the character to learn locomotion in the latent space by selecting a small set of appropriate latent dimensions, along with learning the corresponding policy. Avinash Ranganath, Avishek Biswas, Ioannis Karamouzas, Victor B. Zordan |
MIG | 3 |
| 2021 | PFPN: Continuous Control of Physically Simulated Characters using Particle Filtering Policy NetworkabstractData-driven methods for physics-based character control using reinforcement learning have been successfully applied to generate high-quality motions. However, existing approaches typically rely on Gaussian distributions to represent the action policy, which can prematurely commit to suboptimal actions when solving high-dimensional continuous control problems for highly-articulated characters. In this paper, to improve the learning performance of physics-based character controllers, we propose a framework that considers a particle-based action policy as a substitute for Gaussian policies. We exploit particle filtering to dynamically explore and discretize the action space, and track the posterior policy represented as a mixture distribution. The resulting policy can replace the unimodal Gaussian policy which has been the staple for character control problems, without changing the underlying model architecture of the reinforcement learning algorithm used to perform policy optimization. We demonstrate the applicability of our approach on various motion capture imitation tasks. Baselines using our particle-based policies achieve better imitation performance and speed of convergence as compared to corresponding implementations using Gaussians, and are more robust to external perturbations during character control. Related code is available at: https://motion-lab.github.io/PFPN. Pei Xu 0005, Ioannis Karamouzas |
MIG | 2 |
| 2020 | Optimizing a Continuum Manipulator's Search Policy Through Model-Free Reinforcement LearningabstractContinuum robots have long held a great potential for applications in inspection of remote, hard-to-reach environments. In future environments such as the Deep Space Gateway, remote deployment of robotic solutions will require a high level of autonomy due to communication delays and unavailability of human crews. In this work, we explore the application of policy optimization methods through Actor-Critic gradient descent in order to optimize a continuum manipulator's search method for an unknown object. We show that we can deploy a continuum robot without prior knowledge of a goal object location and converge to a policy that finds the goal and can be reused in future deployments. We also show that the method can be quickly extended for multiple Degrees-of-Freedom and that we can restrict the policy with virtual and physical obstacles. These two scenarios are highlighted using a simulation environment with 15 and 135 unique states, respectively. Chase G. Frazelle, Jonathan Rogers, Ioannis Karamouzas, Ian D. Walker |
IROS | 3 |
| 2019 | Low Dimensional Motor Skill Learning Using CoactivationabstractWe propose an approach for motor skill learning of highly articulated characters based on the systematic exploration of low-dimensional joint coactivation spaces. Through analyzing human motion, we first show that the dimensionality of many motion tasks is much smaller than the full degrees of freedom (DOFs) of the character. Indeed, joint motion appears organized across DOFs, with multiple joints moving together and working in synchrony. We exploit such redundancy for character control by extracting task-specific joint coactivations from human recorded motion, capturing synchronized patterns of simultaneous joint movements that effectively reduce the control space across DOFs. By learning how to excite such coactivations using deep reinforcement learning, we are able to train humanlike controllers using only a small number of dimensions. We demonstrate our approach on a range of motor tasks and show its flexibility against a variety of reward functions, from minimalistic rewards that simply follow the center-of-mass of a reference trajectory to carefully shaped ones that fully track reference characters. In all cases, by learning a 10-dimensional controller on a full 28 DOF character, we reproduce high-fidelity locomotion even in the presence of sparse reward functions. Avinash Ranganath, Pei Xu 0005, Ioannis Karamouzas, Victor B. Zordan |
MIG | 3 |
| 2018 | Crowd space: a predictive crowd analysis techniqueabstractOver the last two decades there has been a proliferation of methods for simulating crowds of humans. As the number of different methods and their complexity increases, it becomes increasingly unrealistic to expect researchers and users to keep up with all the possible options and trade-offs. We therefore see the need for tools that can facilitate both domain experts and non-expert users of crowd simulation in making high-level decisions about the best simulation methods to use in different scenarios. In this paper, we leverage trajectory data from human crowds and machine learning techniques to learn a manifold which captures representative local navigation scenarios that humans encounter in real life. We show the applicability of this manifold in crowd research, including analyzing trends in simulation accuracy, and creating automated systems to assist in choosing an appropriate simulation method for a given scenario. Ioannis Karamouzas, Nick Sohre, Stephen J. Guy |
ACM Trans. Graph. | 1 |
| 2017 | Implicit crowds: optimization integrator for robust crowd simulationabstractLarge multi-agent systems such as crowds involve inter-agent interactions that are typically anticipatory in nature, depending strongly on both the positions and the velocities of agents. We show how the nonlinear, anticipatory forces seen in multi-agent systems can be made compatible with recent work on energy-based formulations in physics-based animation, and propose a simple and effective optimization-based integration scheme for implicit integration of such systems. We apply this approach to crowd simulation by using a state-of-the-art model derived from a recent analysis of human crowd data, and adapting it to our framework. Our approach provides, for the first time, guaranteed collision-free motion while simultaneously maintaining high-quality collective behavior in a way that is insensitive to simulation parameters such as time step size and crowd density. These benefits are demonstrated through simulation results on various challenging scenarios and validation against real-world crowd data. Ioannis Karamouzas, Nick Sohre, Rahul Narain, Stephen J. Guy |
ACM Trans. Graph. | 1 |
| 2016 | Implicit Coordination in Crowded Multi-Agent NavigationabstractIn crowded multi-agent navigation environments, the motion of the agents is significantly constrained by the motion of the nearby agents. This makes planning paths very difficult and leads to inefficient global motion. To address this problem, we propose a new distributed approach to coordinate the motions of agents in crowded environments. With our approach, agents take into account the velocities and goals of their neighbors and optimize their motion accordingly and in real-time. We experimentally validate our coordination approach in a variety of scenarios and show that its performance scales to scenarios with hundreds of agents. Julio Godoy, Ioannis Karamouzas, Stephen J. Guy, Maria L. Gini |
AAAI | 2 |
| 2016 | Moving in a Crowd: Safe and Efficient Navigation among Heterogeneous Agents
Julio Godoy, Ioannis Karamouzas, Stephen J. Guy, Maria L. Gini |
IJCAI | 2 |
| 2015 | Prioritized group navigation with Formation Velocity ObstaclesabstractWe introduce the problem of navigating a group of robots having prioritized formations amidst static and dynamic obstacles. Our formulation allows users to define a number of template formations, each with a specified priority value. At each planning cycle, we compute a new formation which accounts for both these priority values and the safe progress of the robots towards their goal. To this end, we introduce a new velocity-based navigation approach which we denote as Formation Velocity Obstacles (FVO). Like other velocity-based approaches, FVO allows anticipatory collision avoidance accounting for the likely future motion of nearby obstacles. However, we extend these previous approaches and allow anisotropic agents which rotate themselves to orient along their direction of travel. We integrate these FVOs with a Bayesian framework to infer priority values for arbitrary formations from the user-given templates. The result is a complete framework for prioritized formation planning. Ioannis Karamouzas, Stephen J. Guy |
ICRA | 1 |
| 2015 | Stochastic Tree Search with Useful Cycles for patrolling problemsabstractAn autonomous robot team can be employed for continuous and strategic coverage of arbitrary environments for different missions. In this work, we propose an anytime approach for creating multi-robot patrolling policies. Our approach involves a novel extension of Monte Carlo Tree Search (MCTS) to allow robots to have life-long, cyclic policies so as to provide continual coverage of an environment. Our proposed method can generate near-optimal policies for a team of robots for small environments in real-time (and in larger environments in under a minute). By incorporating additional planning heuristics we are able to plan coordinated patrolling paths for teams of several robots in large environments quickly on commodity hardware. Bilal Kartal, Julio Godoy, Ioannis Karamouzas, Stephen J. Guy |
ICRA | 3 |
| 2014 | Anytime navigation with Progressive Hindsight optimizationabstractIn multi-robot systems, efficiently navigating in a a partially-known environment is an ubiquitous but challenging task, as each robot must account for the uncertainty introduced, for example, by other moving robots. This uncertainty makes pre-computed plans not always applicable, and often hinders the desired efficient use of the robot's resources. In this work, we present a local anytime approach for robot motion planning that accounts for the uncertainty of the environment by generating `snapshots' of possible future scenarios. Our approach adapts the Hindsight optimization technique to allow robots to plan their immediate motion based on long-term efficiency. We validate our approach by comparing the efficiency on the paths executed against a state-of-the art navigation technique in a variety of scenarios, and show that by accounting for the uncertainty in the environment, agents can improve their time- and energy-efficient motions. Julio Godoy, Ioannis Karamouzas, Stephen J. Guy, Maria L. Gini |
IROS | 2 |
| 2014 | A Data-Driven Framework for Visual Crowd AnalysisabstractAbstract We present a novel approach for analyzing the quality of multi‐agent crowd simulation algorithms. Our approach is data‐driven, taking as input a set of user‐defined metrics and reference training data, either synthetic or from video footage of real crowds. Given a simulation, we formulate the crowd analysis problem as an anomaly detection problem and exploit state‐of‐the‐art outlier detection algorithms to address it. To that end, we introduce a new framework for the visual analysis of crowd simulations. Our framework allows us to capture potentially erroneous behaviors on a per‐agent basis either by automatically detecting outliers based on individual evaluation metrics or by accounting for multiple evaluation criteria in a principled fashion using Principle Component Analysis and the notion of Pareto Optimality. We discuss optimizations necessary to allow real‐time performance on large datasets and demonstrate the applicability of our framework through the analysis of simulations created by several widely‐used methods, including a simulation from a commercial game. Panayiotis Charalambous, Ioannis Karamouzas, Stephen J. Guy, Yiorgos Chrysanthou |
Comput. Graph. Forum | 2 |
| 2013 | Object-Centric Parallel Rigid Body Simulation With TimewarpabstractWe present an object-centric formulation for parallel rigid body simulation that supports variable length integration time steps through rollbacks. We combine our object-centric simulation framework with a novel spatiotemporal data structure to reduce global synchronization and achieve interactive, real-time simulations which scale across many CPU cores. Additionally, we provide proofs that both our proposed data structure and our object-centric formulation are deadlock-free. We implement our approach with the functional programming language Erlang, and test the performance and scalability of our method over several scenarios consisting of hundreds of interacting objects. John Koenig, Ioannis Karamouzas, Stephen J. Guy |
MIG | 2 |
| 2012 | Space-Time Group Motion Planning
Ioannis Karamouzas, Roland Geraerts, A. Frank van der Stappen |
WAFR | 1 |
| 2012 | Simulating and Evaluating the Local Behavior of Small Pedestrian GroupsabstractRecent advancements in local methods have significantly improved the collision avoidance behavior of virtual characters. However, existing methods fail to take into account that in real life pedestrians tend to walk in small groups, consisting mainly of pairs or triples of individuals. We present a novel approach to simulate the walking behavior of such small groups. Our model describes how group members interact with each other, with other groups and individuals. We highlight the potential of our method through a wide range of test-case scenarios. We evaluate the results from our simulations using a number of quantitative quality metrics, and also provide visual and numerical comparisons with video footages of real crowds. Ioannis Karamouzas, Mark H. Overmars |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2010 | A Velocity-Based Approach for Simulating Human Collision Avoidance
Ioannis Karamouzas, Mark H. Overmars |
IVA | 1 |
| 2010 | Simulating the local behaviour of small pedestrian groupsabstractRecent advancements in local methods have significantly improved the collision avoidance behaviour of virtual characters. However, existing methods fail to take into account that in real-life pedestrians tend to walk in small groups, consisting mainly of pairs or triples of individuals. We present a novel approach to simulate the walking behaviour of such small groups. Our model describes how group members interact with each other, with other groups and individuals. We highlight the potential of our method through a wide range of test-case scenarios. A number of metrics are also proposed to quantitatively evaluate the quality of our proposed model. Ioannis Karamouzas, Mark H. Overmars |
VRST | 1 |
| 2009 | Indicative routes for path planning and crowd simulationabstractAn important challenge in virtual environment applications is to steer virtual characters through complex and dynamic worlds. The characters should be able to plan their paths and move toward their desired locations, avoiding at the same time collisions with the environment and with other moving entities. In this paper we propose a general method for realistic path planning, the Indicative Route Method (irm). In the irm, a so-called indicative route determines a global route for the character, whereas a corridor around this route is used to handle a broad range of other path planning issues, such as avoiding characters and computing smooth paths. As we will show, our method can be used for real-time navigation of many moving characters in complicated environments. It is fast, flexible and generates believable paths. Ioannis Karamouzas, Roland Geraerts, Mark H. Overmars |
FDG | 1 |
| 2008 | Flexible Path Planning Using Corridor Maps
Mark H. Overmars, Ioannis Karamouzas, Roland Geraerts |
ESA | 2 |
| 2008 | Adding variation to path planningabstractAbstract Path planning in computer games, whether these are serious or entertainment games, plays an important role in the immersion of a player. Recently, the concept of path planning inside corridors has been introduced and a novel approach under the name Corridor Map Method (CMM) has been proposed. In this paper, we extend the original CMM by creating alternative paths that a character can follow within a corridor. This not only presents a more challenging and less predictable opponent for the player, but also enhances the realism of the gaming and/or training experience. We also discuss how variation in the speed of the animated characters can be integrated into our extended framework, leading to convincing characters that exhibit human like path planning. Copyright © 2008 John Wiley & Sons, Ltd. Ioannis Karamouzas, Mark H. Overmars |
Comput. Animat. Virtual Worlds | 1 |